Tuesday, December 31, 2013

Demo Day - Muskets & Tomahawks

Hello all,

I recently ran a demo day for Muskets & Tomahawks at the local game store by my place - Game Kastle (Fremont). Roy Scaife and I ran a couple of games in parallel with some new players who had never played the rules before. Good news, they bought miniatures and the rules right after the games wrapped up :-)

Setup and ready to start
(after a quick Subway sandwich!)

I did up two scenarios that ran 300 point lists on each side.

Muskets & Tomahawks

Scenario – The Meeting

Background

British – A French trading post has become
a common location for meetings between French officials and Indian tribal
leaders. Your orders are to destroy the
trading post and kill any French units in the area. If you come upon any Indian
or French leaders they should be captured and returned for questioning.

French – We are meeting with the council
of elders that represent the Indian tribes in this area. Make sure the
officials remain safe and if attacked your orders are to escort the Indian
elder council away from the battle area.
If the elder council is killed or captured that would negatively impact
our relationship with our Indian allies in the area.

Forces

British (300pts)

(1) British Regular Officer

(8) British Regulars

(8) British Grenadiers (Sharpshooters)

(6) Rangers

(6) Light Infantry

French (300pts)

(1) Canadian Militia Officer (Coureur des bois)

(8) Canadian Militia (Coureur des bois)

(8) Canadian Militia (Coureur des bois)

(1) Indian Chief

(6) Indians

(6) Indians

(6) Civilians (Indian tribal elders)

Objectives

British

Capture the
Indian elder council = 3 VPs

Kill the
Indian elder council = 1 VP

Each French
(non-officer) unit killed = 1 VP

Capture the
French officer = 2 VPs

French
officer killed = 1 VPs

French

Escort the
Indian elder council safely off the table = 4 VPs

Each
British (non-officer) unit killed = 1 VP

Capture the
British officer = 3 VPs

British
officer killed = 2 VPs

Muskets & Tomahawks

Scenario – Local Diplomat

Background

British – A local civilian leader has been highly effective in negotiations with local Indian tribes. We've learned that the French seek to eliminate this diplomat and my be on their way right now to do so. Your orders are to secure the local leader and escort him to Albany. If attacked, save as many of the local settlers as possible as if we leave them to the mercy of the French the local leader will be very upset and may not continue to aid our efforts.

French – A local civilian leader has been causing trouble with the areas Indian tribes. We must capture this leader so we can turn him to our cause, or if that isn't possible than we should kill him. It would also be helpful to capture as many of the local settlers as possible as we can use them to help persuade him. However, if the locals are not cooperative, kill as many as possible to send a message to those who would work against us.

Forces

British (300pts)

(1) British Regular Officer

(12) British Regulars

(8) British Grenadiers

(8) Rangers

(1) Local Leader

(6) Civilians

(6) Civilians

French (300pts)

(1) French Regular Officer

(8) French Regulars

(8) French Regulars

(8) Compagnie Franches de la Marine

(6) Indians

(6) Indians

Objectives

British

Evacuate the leader through the designated area = 3 VPs

Each civilian group evacuated through the designated area = 2 VPs

Each French (non-officer) unit killed = 1 VP

French Officer killed = 2 VPs

French

Capture the local leader = 3 VPs

Kill the local leader = 2 VPs

Each captured civilian group = 2 VPs

Each killed civilian group = 1 VP

Each British (non-officer) unit killed = 1 VP

British Officer killed = 2 VPs

Not your normal layout for M&T scenarios ... but we figured we've give it a try.

Yes! When you defeat a model or unit in melee you can, instead of removing the defeated models as casualties, take them prisoner. For civilian groupz simply winning a melee is sufficient to take the whole group. "Combatants" can still flight, etc. From combat ... leaving some behind. Once captured we used the same rules from the sub plot (forget the exact number) ... but it has your side guarding a traitor ... he stays in custody so long as you keep a model with him ... if you move away the prisioner rolls a D6 at the beginig of each turn while unguarded ... on a 5-6 they free themselves.

They both need some tweaks ... civilians don't move fast enough to exit the table and activate fewer times per turn ... also the British forces attacking the trading post should have more units ... or the French fewer ...